Server Updates
#71
-Significant changes have been made to simplify and improve Thay's mount (horse) system. The main changes include -

1. Improved (?) mounting and dismounting animations. You can now also mount or release a mount by talking to them, rather than through the !mount menu

2. There will be no more problems when logging out and then logging in while mounted. Hallelujah!

3. If damaged while on a mount, when you dismount damage will be shared between mount and rider

4. Mounts will no longer 'magically' change size upon mount or dismount for non-human or non-half-elf characters. Now, when summoned or created, mounts will be the appropriate size for the PC who owns them



-Tyraturos has undergone extensive revisions, primarily to consolidate various areas, but also to prevent new players from accidentally stepping outside the initial starting area with their new PC and ending up in what could be a dangerous overland travel situation. As a result, there are now Tyraturos East and Tyraturos West areas. This has resulted in a few important changes to Tyraturos -

1. Zulkir Druxus Rhym's estate, the Tyraturos Graveyard, and the Tower of Swift Death are all located in Tyraturos - East

2. The Tyraturos Tournament Grounds and the new Iron Throne Headquarters are located in Tyraturos - West



-The Iron Throne is a new faction now joinable by PCs. Thanks go to DarkRanger for running numerous events as a DM to layout the groundwork and background for this faction and for creating the faction recruiter, and to Karilynn for writing the faction recruiter's conversation



-The slaver Thyvo Vrass now has his estate created and its main atrium publicly accessible in Bezantur Northwest. Thanks go to Sundraoi for her meticulous and very creative design of this area



-The Bezantur Citadel of Correction Dungeons are now available. Feared throughout the Priador, those who are "taken to the Citadel" as prisoners here are seldom seen or heard from again. Low-mid level adventurers sometimes brave the depths of these hazardous dungeons, if they dare. Thanks go to Sundraoi for the creation of the two new Citadel of Correction Dungeon areas



-The following bugs have been fixed:

1. Mount HTF is functioning again which will allow feeding your mount to heal it

2. Pack Slave HTF is functioning again which will allow feeding your slave to heal it

3. It is no longer possible to recook burned meat

4. The low-level nymph aura will not permanently dominate affected creatures or PCs anymore

5. Deleting a subrace character in the starting area will properly remove the subrace marker for you from the database
#72
-The Shadowmasters of Telflamm faction is now joinable. This thieves guild is based out of Telflamm in Thesk, but is making inroads into Thay's largest city of Bezantur and now has a guildhall established in a semi-secret location within that city. While in direct competition with the established thieves guild in Bezantur (The Temple), rumor has it there is a growing underworld movement of those wish to see The Temple's power eroded by the Shadowmasters



-The Craft skill now allows for up to a 10% discount at the enchantment forges, and up to a 10% discount on items created or modified at tailor models. Each point placed in Craft, or provided by Crafting-skill-enhancing items, will reduce prices at either the forges or tailor models somewhat



-Disguise Kits can now be purchased or found in game. These kits make use of the Disguise skill and can be used to change your PCs appearance, or you can change the appearance of another PC by using the kit on them. The number of available disguises that you can apply with a Disguise Kit are determined by the strength of your total Disguise skill



-Over 50 new appearances have been added to the Disguise feature, which means there are now over 100 available disguises to which you can change your appearance! To access all, a person needs to have a high Disguise skill when using a Disguise Kit, be a high-level spellcaster using the Disguise spell, or else use the magical Hood of Disguise



-A new quest type has been added: Bandit Hunting! In towns, cities, and castles along the High Road or Eastern Way, this is a quest that may be given by legion Master Sergeants, and especially by patrons in a Caravanserai. Completion of this quest requires a person to either alone, or in a party, kill a certain number of bandit, outlaw, or marauder NPCs along the Roads of Thay



-Some huts within the first level Gold Mines of Thay are claimable as small houses



-Pirate skeletons can now be encountered in coastal and underwater areas; including Tortuga and its environs, the Alaor Isles, and also on ships



-The bow Larethian's Protector can be used by any PC to enchant arrows against undead, rather than just cleric/paladin PCs who could sacrifice one use of their Turn Undead ability to enchant it



-The following bugs have been fixed:

1. Body Models will no longer allow PCs to set their Phenotype to 1 (Skinny) since that Bioware-unfinished phenotype does not display a person's equipped cloak, and it also screws up the mount system which results in a PC, when mounting their horse, to have the mount appear over their head rather than the PC seated on it

2. The innkeeper of the Sundered Hammer in Thasselen once again sells food and drink
#73
-To reduce character size and increase response times for every PC while in-game, how persistent information is stored for commoner and merchant NPCs has been completely revised. As a result, the first time any PC logs in after this server update, old and now-unused persistent information will be deleted from them. This may only take a few seconds, up to a few minutes. During this time you will be uncommandable and invulnerable



-It is now possible to rest in dangerous areas (crypts, dungeons, caves, etc) one time per visit. Be warned though; if you are by yourself, or another PC in your party does not act as a nearby watch for you, there is a decent chance you may be ambushed. Review the updated Resting topic for complete details



-There is a new DM Announcement feature. DMs may now create an in-game custom journal entry, which will be added to every PC's journal whenever they login to the Thay PW. These journal entries can be added or updated by the DMs at any time, so make sure you are logging in to the PW on a regular basis to ensure that you are keeping up on the latest events or other announcements that the DMs may post to your journals



-The House of Eloquence, a temple to Milil, has now been established in Nethwatch Keep. Renowned for its stages and superb musical and poetic entertainers, it is fast growing in popularity with those who see themselves a more 'civilized' and 'cultured' than others. Thanks go to Karilynn for writing the faction recruiter's conversation



-Over a dozen new creatures have been created, including many new Fire, Frost, and Common giants - as well as a couple new and powerful Hell Hounds



-Campfires can now be started by holding either a torch or candle, or by simply possessing flint and tinder



-All merchants will re-evaluate any PC who speaks with them. This means your appraise reaction from every merchant you've spoken with before may change



-The following bugs have been fixed:

1. Blackguard mounts will no longer have their names revert to default when dismounted or hitched to a hitching post

2. Mounts can no longer be duplicated by rapidly clicking on a hitching post

3. All temporary item properties, except for those on Dynamic Magic Items and on Faction Items, will be removed before fighting in an arena

4. Shambling Mounds once again have AI scripts attached to them so they will react as a hostile creature should in combat

5. When claim to a building is relinquished, or it is lost due to late taxes, the building's floorplan will be properly released so it can be used by other homes that have the same floorplan

6. Valuable items IDed at a player-owned merchant who has a minimum purchase price set can now also be sold to them

7. Blackguard and Paladin mounts should no longer react to theft at all, even if no longer in their master's party
#74
-The Thay PW hakpak has been updated to version 1.03. You will need to download the thaypw_1.03.hak and the thaypw_0.57.tlk , found here in order to login to the Thay PW. But as with other hakpak updates, this means a bunch of new goodies for everyone!



-The optional Thay PW Enhancement Hak has also been updated to include useable beds in the city interior tilesets, the castle interior tilesets, the drow interior tileset, and the fort interior tileset. If you have already downloaded and are using an old version of this patch hak and you want the new tileset bed modifications, delete the existing thaypw_patch.hak in your C:\NeverwinterNights\NWN\patch folder and replace it with the thaypw_patch.hak from this new download



-10 new Alternate Combat Styles are now available! While these are very cool, there are numerous intricacies and limitations with them as they are not completely compatible with all aspects of our PW. Please review the new Alternate Combat Styles topic in your in-game player guide, or view the new Alternate Combat Styles topic, for details about this feature and how to use it



-Emote buttons in the radial menu now have an image to display what they are, which makes it much easier to find and use an emote from there



-Trap damage and the DC to avoid a trap are now both controlled via script. This has allowed some important changes to be made to make certain traps more useful (or dangerous). Of particular note; the amount of damage caused by frost and spike traps has been increased, and the extremely low DC 15 for the Average, Strong, and Deadly spike traps has also been increased



-Over 30 placeables have had their appearance reskinned for an improved look, and there are a couple new placeables. Of particular note:

1. There are now 3 different candles, and the default candle appearance has been changed to better-looking yellow candles. You can also buy all 3 candles for your buildings from various furniture merchants as well

2. The large table has been made to look less worn, bread actually looks like bread, and the two large rectangular carpets have been given a more neutral (tan) appearance

3. New blowing and falling snow placeables have been setup to create a much-improved falling snow effect in cold areas, and provide blowing snow effects as well

4. A new Ship's Wheel has been added to most in-game ships that did not have one. No more trying to explain how a ship is magically steered!



-A new creature and creature appearance called a Roper has been added with the hak update. It's a stalactite-looking creature that haunts the depths of many caverns - especially the Underdark, coming to life only when its prey has come within its grasp



-Improvements have been made to the armor and cloak randomization system for NPCs. Cloaks on NPCs will now match the colors of a NPC's armor, and many of the new robes that have been added with the Thay PW hak may now be used by NPCs as well



-Hostile NPCs will occasionally use the new ACS choices. Watch for hostiles such as floating wizards, fancy dual-wielding assassins, etc



-When Drow or Duergar NPCs are created they will have their appearances randomly modified, just like other hostile NPCs



-The following bugs have been fixed:

1. Pegasus will spawn without stunted wings

2. Numerous load screen spelling or grammar errors have been corrected

3. Treasure Maps to the exterior Thossos or Kepetur areas will properly recognize when you are in the correct location to reveal the treasure

4. Casting Disguise Self after a Disguise Self spell has already been cast on your PC will reset the 10 minute/level timer for when the spell should end

5. The enormous selection area for Earth Elementals has been fixed thanks to the work of Symmetric

6. Special questgivers will answer questions again
#75
-The Lycanthropy system has been revised to more closely follow the Races of Faerûn sourcebook. See the updated Lycanthropy topic for complete details. However, please note some of the more important changes of which to be aware -

1. Lycanthropy is now classified as either natural or afflicted. A player may create a new PC as a natural lycan (Werewolf, Wererat, etc) if they have another PC who has achieved a moderate amount of notoriety and verified they have access to the Natural Lycanthrope 'subrace' through the Subrace Availability option in the Player Menu. The main differences between natural vs afflicted lycans are that only natural lycans may pass on their curse by biting others and only they have complete control over their transformations, while only afflicted lycans may be cured of their curse

2. Anyone infected with lycanthropy gains the Iron Will feat, Low-Light Vision, a +2 Natural Armor bonus, and a +2 bonus to Wisdom as permanent (until the curse is lifted) character sheet modifications, regardless of their current form. When/If a lycan transforms to their hybrid or animal form, they also receive additional bonuses to their BAB, abilities, saving throws, skills, and one or more temporary feats, as determined by their animal type. Because of these bonuses, all lycans now have a +1 ECL applied to them

3. If any lycan, afflicted or natural, voluntarily transforms to hybrid or animal form, they will immediately assume the alignment of that lycanthrope type

4. Lycans may now rest while in animal or hybrid form, and they will be healed with each flesh-and-blood NPC kill they make while transformed. However, they no longer receive an automatic regeneration ability

5. Wererats are the only lycans that may equip items while transformed. However, transformed lycans of all types are still unable to use items or cast spells



-All standard NWN traps have been reviewed and their Damage and Save DCs possibly revised to make some less overpowered, and some less useless. See the new Traps topic for a complete list and details of how these traps function in Thay. If you want to see how they now differ from their default NWN implementation, pull up the NWN Wiki Trap Article in a separate browser tab and compare the table at the bottom of it with the table in the Trap topic



-The ancient and long-buried Ascendant's Sepulcher in the Lake Thaylambar Waterfront district of Eltabbar has been unearthed and re-opened. Low-mid level adventures may find it a suitable challenge, and it is said to even contain secret passages into the caverns or sewers beneath the city as a way to escape (or infiltrate) Thay's capital



-Deep within the southern forested regions of the Sunrise Mountains Forested Valley, accessible only through the Caverns of the Untamed or the Glittering Caverns, lies a Forsaken Vale which is the setting of an almost perpetual struggle between the humanoids of the Untamed Caverns, and the elves and fey creatures of the forest. High-level adventurers or mercenaries sometimes make the long journey there to join the fight against one side or the other...or both



-Occasionally encountered deep within the forested regions of the southern Sunrise Mountains, unicorns may be found protecting their forests. If a good-aligned human or elf woman saves a unicorn or helps it fight off any monsters encroaching on its forest, unicorns are sometimes known to bond with that female and serve her as a mount. Fair maidens with a good heart, rejoice!



-Rumors speak of a hidden Witch's Den recently discovered in the northern Sunrise Mountains, but only those in possession of a fey-like reagent can reveal the entrance. The rumors also speak of a hag that lives there who grants fragments of a powerful artifact to mid-high level adventurers who assist her



-When casting it as a spell or applying it via a kit, Disguise can be reapplied without reverting to your normal form first



-When a character starts bleeding, any equipped item with an active Regeneration property will have that property temporarily stripped instead of having the item unequipped. Then, when the character stops bleeding or dies, the Regeneration property will be reapplied to any items that had it temporarily stripped



-There are over half a dozen new Duergar and Mind Flayer creatures that may be encountered in your journeys within the deep and dark places of the world



-Thanks go to Karilynn for providing over a dozen descriptions to existing NPCs in the PW



-The following bugs have been fixed:

1. Applying a torso or pelvis tattoo of a number greater than 2 has been fixed so the wrong one won't get applied

2. If a mount dies from hunger or thirst, the mount HTF meter for its owner will be reset so any new mount they acquire will not also immediately die from hunger or thirst
#76
-Thay's vaunted Griffon Legion is now available to join! Those interested should travel to the Griffon Legion Rookery in the city of Pyarados. Originally comprised of only Red Wizards, the legion today accepts riders of all backgrounds

1. When mounted on a griffon in an outdoor area, the griffon rider can use their faction cloak at a point on the ground to have their griffon fly to that location

2. As it is considered one of the elite legions of Thay, those who wish to join must be slightly more notorious than what is required to join a "lesser" legion of Thay

3. Because their model types do not support mounts; gnoll, orc, and goblin PCs are unable to join this legion



-The Deep Gold Mines of High Thay are now accessible. Meant for higher level adventurers, it is rumored they are where the Zulkir Maligor met his end. In addition, the deepest tunnels are also said to reach to the depths of the Underdark itself



-A very famous (and very powerful) archmage is available as a questgiver who will teach higher-level wizards and sorcerers how to use the floating alternate combat style, and who provides all higher-level adventurers who assist him with a magical artifact. Those interested should visit Dragon Manor in Surthay with a special reagent related to the Cult of the Dragon in order to reach this questgiver, or else work to become a member of the Cult there



-New Liches, 6 new Driders, 7 new Myconids, and 6 new Beholders have been created. In addition, the Beholder AI has been completely revised and play tested to make them more of the challenge they are supposed to be



-Lycan ECL has changed. It is now determined by the type of lycan, from +1 for Wererats up to +6 for Werebears and Werecats. See the updated Types of Lycanthropy section in the Lycanthropy topic for complete details



-Thanks go to Karilynn for filling out scores of NPC descriptions throughout the gameworld



-The following bugs have been fixed:

1. Disguised individuals cannot change their appearances via Tattooists anymore

2. Bless Water and Curse Water can once again be successfully cast on water flasks
#77
-Enchantment Forges can now apply all the new spells that were added to Thay in the massive Version 7.3 update over two years ago. However, only DMs may apply spells of 5th level or higher to any item via the enchantment forges, and certain levels of notoriety are required for PCs to access spells levels 2-4

1. In general, the levels at which item spells are cast are now the lowest item property spell level available. This is to primarily make certain spells more affordable and accessible since, for example, there is a HUGE price and ILR decrease by having a forge apply Bulls Strength (3) instead of Bull's Strength (15) to an item. In addition, this is also to ensure that magic users retain an advantage over most items that can also cast those spells

2. The spell casting level of the item property spell is now displayed in parenthesis behind the spell name when browsing through the list of available spells

3. Thanks go to Beladra Marias for testing every spell from level 0 to 9 to ensure they are all properly applied



-Underdark Tunnels have recently been discovered descending from the lowest depths of the caverns below Maligor's Tower in Amruthar and from the deepest gold mines of High Thay. These tunnels are said to reach the gates of the drow city of Undrek'Thoz for those brave or foolish enough to attempt the long journey



-Ammunition such as arrows, bolts, and bullets, and thrown weapons such as darts, shuriken, and throwing axes may now be enhanced at an enchantment forge



-Pit Traps may now be randomly encountered in various adventure areas, and DMs also have the ability to create them in-game as well. See the Pit Traps section at the bottom of the updated Traps topic for complete details about these unique traps



-Items that cast the spell Summon Air/Earth/Water/Fire Elemental will now scale the elemental they summon based on the level of the PC using the item. Depending on the type of elemental spell; huge elementals may start being summoned for level 11-13 PCs , greater elementals may be summoned for level 14-17 PCs, and elder elementals may be summoned for level 16+ PCs



-The Harper Scout Craft Item ability revision has finally been completed. Harper Scouts may now create an item from a list of 20 magical instruments and potions, some of which can only be found in Thay if created by a Harper Scout PC. See the updated Harper Scout topic for more information



-A Disguises topic has been created to provide more information about the unique Disguise features of Thay. This information can also be found in the Server Features section of the in-game Player Guide



-Ropers may ambush adventurers in the deep caverns or Underdark areas of the world. Be on the lookout for stalagmites with teeth!



-The fishing system has undergone revision to make it possible to fish from lakes in the Underdark. As a result of this revision, it is no longer possible to fish from any stream in the gameworld, however you can still fill your water flasks from streams both above and below ground



-10 new Svirfneblin NPCs have been created and may be encountered in the deep places of the world. In addition, just like Drow or Duergar NPCs, they will have their appearances randomly modified when they are spawned



-17 new food and drink items found in the Underdark have been added to the gameworld. Among one of the more unique is Spiderblood Wine made by the drow, which may poison those who are not used to drinking it (i.e. - those who have not yet drank quite a bit of it)



-The following bugs have been fixed:

1. Campfires can no longer be started in underwater areas

2. A blue explosion will no longer occur every time a PC logs in, unless they are truly having their item's magical abilities persistently reapplied after logging out of a Dead Magic area

3. A PC will no longer be given multiple Magic Tattoo items if they inscribe a new tattoo with magic after having already magically inscribed at least one previous tattoo. In addition with this fix, tattooists will once again be able to successfully erase spells bound to magical tattoos
#78
-The Thay PW hakpak has been updated to version 1.04. You will need to download the thaypw_1.04.hak and the thaypw_0.58.tlk found here in order to login to the Thay PW 



-Two new subraces are available: Duergar and Svirfneblin! These are restricted subraces, which require a player to have another character attain a certain amount of notoriety before they can create a new PC of either subrace. Check if you can play one of these subraces by logging in with your most notorious character, bring up the Player Guide, and go to Character Options > Restricted Subrace Availability. Learn more about these subraces by visiting the Subraces topic



-A small house floorplan and a large house floorplan available for player-owned housing have each been revised to use a non-wood tileset. There are now two non-wood floorplans for small, medium, large houses. These non-wood floorplans will be the only two initial floorplans found in houses claimed in underground locations



-It is now possible for disease to kill someone. When a person is diseased and has been reduced to 3 or fewer points in an ability score, if they either rest or reach the 24 hour period of incubation after being infected with the disease and they are still sick, they must make a successful saving throw vs. disease or die from it



-Arrows, bolts, and bullets now match the maximum stack size of thrown items (darts, shuriken, and throwing axes) and have a stack size of 50 rather than 99



-The weight of an individual arrow, bolt, bullet, and shuriken now match the weight of an individual dart. Each are 0.1 pounds, or 5 pounds per stack of 50. In addition, the weight of an individual throwing axe has been decreased from 1 pound to 0.3 pounds, or 15 pounds per stack of 50



-12 new racial feats and abilities have been setup and will be given to the appropriate new subrace PCs upon creation. These include Armor Burden Affinity, Duergar Immunities, Fire Affinity, Infernal Resistance, Light Blindness, Nondetection, Skill Affinity (Bluff), Skill Affinity (Hide), and Spell Resistance



-7 existing racial feats have been updated to provide correct information as they pertain to the subraces to which they are granted



-More Dire Rats may be encountered in the sewers and crypts of central Thay. While not much of a danger themselves, be careful not to get a new PC overwhelmed by them if they are encountered in packs or nearby other enemies



-New loadscreen tips and hints have been added to help make your gaming life in Thay a little better!



-The following bugs have been fixed:

1. The Teleport spell description has been updated to specify the use of the !teleport rather than !transport command to set the teleport location before it is cast

2. Symbol of Stunning has been corrected to use its correct spell description, rather than the description for Symbol of Pain

3. The Underdark tileset tile ttu01_d03_02 has been corrected to no longer display a white square on the minimap. Several other issues of being able to see through walls were also fixed

4. A Harper Scout will get a second Favored Enemy at level 4, rather than at level 5

5. Transitions to and from the Gold Mines of Thay exterior and the overland map will work again
#79
Note: This was the final update for Thay on NWN 1.69



-The entire region of the Underdark beneath Thay has been added and is now available for adventure. This region includes all 10 cities, or segments, of the drow metropolis of Undrek'Thoz, as well as an entirely new overland (or "underland") map of the Underdark region beneath Thay. This enormous addition to the PW is one of the largest updates we've ever released, and one that has been over a year in the making!



-The drow city of Undrek'Thoz is the largest and most important location beneath Thay. An enormous thanks go to Sundraoi for her very creative design work on this city. Almost every single area you can visit in Undrek'Thoz was initially created and cleverly decorated by her

1. Undrek'Thoz itself is technically 10 individual cities, or segments, connected by an instantaneous portal system. In game terms, it is comprised of 65+ brand new areas, 8 of which are areas of adventure for Underdark adventurers of all levels. This makes it larger than Bezantur (Thay's largest city)! Thanks go to Beladra Marias for QA testing on all of the areas within Undrek'Thoz

2. Several new factions are available to join: the Temple of Lolth, the Undrek'Thoz Legion, the Arcane Academy, and the Blackened Fist - a unique order of monk assassins. Thanks go to Karilynn for creating the faction contact conversations necessary to join these factions

3. There are 10 new merchants within the city, including several furniture merchants. In addition, there is a new special questgiver

4. Most NPCs won't speak to someone unless they know Undercommon or Drow. In addition, Message Boards in the Underdark cannot be read unless a person knows one of those two languages

5. It is said travel to and from the Underdark can be done through the Gold Mines of High Thay, the Citadel of High Thay, and somewhere beneath Amruthar



-The Underdark beneath most of Thay and portions of Thesk, Rashemen, and Aglarond is represented by a new Overland, or rather "Underland", map. This underland map allows travel in leagues between Underdark locations - just like the overland map of Thay allows between surface locations. This Underdark map will eventually have additional locations or points of interested added to it in future server updates 



-If a character enters a non-overland area transition while being attacked or chased by a hostile creature within 15 meters of the transition, that hostile creature will follow the character to the destination area. It is recommended if you are running from attackers that you try to lose them within your current area, or else put some distance between you and them before trying to leave the area



-The Experience System has undergone its (hopefully) final revision. In short; it is now a time-based system that requires a certain amount of time to pass, and also requires a certain amount of time spent in-game, for level 3+ PCs to levelup. See the Experience System topic for more details



-The Treasure System has undergone a significant revision in regard to how treasure containers are spawned in almost all adventure areas, and various areas have been recategorized to target different levels of PC adventurers. See the newly created Treasure System topic for complete details



-Doors that do not transition to another area, or portion of an area, may be randomly toughened and locked within interior areas of adventure. How tough a door is to open is determined by the treasure level of the area



-Notoriety levels are calculated differently in the Underdark. Drow notoriety is calculated as if they were a human on the surface, Duergar is calculated as if they were a half-orc on the surface, and Svirfneblin is calculated as if they were a half-elf on the surface. All surface races have their notoriety levels calculated as if they were Svirfneblin, or worse, while in the Underdark



-Deedmasters have been updated so that characters can purchase buildings in the Underdark. However, it is important to note that deeds purchased in the Underdark can only be used in the Underdark, and deeds purchased in Thay can only be used on the surface



-Due to a complicated trade agreement, the network of Vaultkeepers and Merchant Masters (or Mistresses) extends throughout the Underdark and Thay. Storage and gold with any Vaultkeeper is available at vault throughout the gameworld. Likewise, PCs pursuing the merchant/mercenary Path to Power can work with any Merchant Masters/Mistresses throughout the game world



-Members of the Griffon legion can use prison shackles in Pyarados. Members of the Black Unicorn legion can use prison shackles in High Thay



-The following bugs have been fixed:

1. Locked all entrances to the Griffon Legion Spire

2. Removed all blowing snow placeables as they were causing lag

3. PCs can no longer apply a spell with Unlimited Uses/Day at an enchantment forge

4. Rebuked skeletons dominated by an evil cleric will no longer disappear when the domination effect ends. In addition, they will no longer try to stand at the exact spot their new master is standing

5. Red Wizard Apprentices called to the Red Wizard trials from a caravan or ship will no longer, if they die there, be "saved" from permanent death by the caravan master or ship captain
#80
Note: This was the first update for Thay on NWN Enhanced Edition



-The Neverwinter Nights Enhanced Edition of the Thay PW setting begins in 1355 DR. Note this date will be the starting point (again) when Thay goes "live" on NWN:EE



-Numerous faction enhancements have been made. In particular; a member of a faction may now use their faction item to request a report of all PC faction members. The report contains the name, rank, and days since each last performed some type of faction activity (speaking to the faction contact or merchant, accessing a restricted faction area, using their faction item, etc). DMs may use any faction's item to get the report for that faction



-Notoriety is determined by race and location now. In this way Drow are the most notorious race in the Underdark, whereas Humans are the most notorious race in the surface world of Thay. See the updated Notoriety topic for full details



-The player merchant system has been rewritten and enhanced so PCs may own an unlimited number of merchants. However, to avoid monopolies in town markets a PC may only place one merchant per area, unless they are in a player-owned building. In addition, DMs may use a Merchant License item to get a report of all player owned merchants, their locations, their owners, along with other details



-Utilizing new EE functionality we now have open face helms, crowns, and tiaras that can be equipped to a character's helmet slot so item enchantment bonuses on them can be applied to the owner. In addition, headbands and circlets (such as the Thayvian Circlet) will now appear as such when equipped



-Typing // in front of text will automatically convert it to OOC text in your chat window



-Archery targets have been revised. In addition to how scoring is determined, they now rely on a character's dexterity and weapon focus, instead of damage dealt to them when hit. Furthermore, new dartboards using the same revised rules as archery targets can be found in inns, taverns, and pubs throughout the gameworld



-Respawning in the Underdark, or returning to a safe location after dying in the Underdark, will send a PC to a respawn point in the Underdark



-The Underdark has been added as a "Last Memory" starting sequence for new characters. The last memory location may now be determined by a character's race, so it will be common for new Underdark subrace PCs to remember being chased in the Underdark, elves to remember being chased in a forest, and so on



-Characters with divine abilities (Clerics, Druids, Rangers, Paladins, Divine Champions, and Blackguards) now have their alignment checked when they level-up to ensure they are adhering to their deity's requirements for devout followers. In addition, PCs that choose Cleric as their 2nd or 3rd class will now have the allowed domain selection requirements of their god properly enforced



-The functionality of the DM Voice Thrower item has been consolidated into the DM Targeter. DMs now just use the Command Targeter to select an object for either /v or to apply a voice command



-Since players use Writing Quills to rename items, the !setname command has changed to DM-only commands of dm_setname and dm_setnameall. In addition, dm_setname utilizes new EE functionality which allows DMs to rename areas now, as well!



-DMs have a new dm_cloneid command that can be used to clone the unique ID of a target PC so their vault storage can be accessed by the DM, if necessary



-The following bugs have been fixed:

1. The subdual and AFK radial buttons work again

2. Racial abilities/feats custom to certain Thay subraces will no longer show up character creation, and upon level-up for all PCs

3. Tailor models work again to modify the appearance of helms, shields, cloaks, and weapons

4. After a PC changes their head at a tattooist and later disguises himself, when removing the disguise his head will remain the one chosen tattooist model, rather than revert back to the original head selected when the PC was first created

5. PCs who join a faction before finishing their last quest from The Beggar will now be able to speak with him to complete or decline it


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